Move Light (Action Powers)

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Revision as of 12:04, 8 February 2021 by Starfox (talk | contribs) (Champion Pact)
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Main article: Powers (Action)

Bright Rider

Basic Action

You carry an aura of compromise, goodwill, and flash realizations along with you until the end of the next round. Creatures within Ride meters or who can see you are prone to be understanding and willing to compromise - sometimes overly so.

Any Charm stunt in the area has a minimum difficulty equal to your Ride, and any Charm roll that succeeds against a creature whose Charm is less than your Ride counts as a Setback or otherwise as if it had sufficient Outcome for any improved effect.

Champion Pact

Limit Break

You forge a pact with a creature. This requires touch and the consent and True Name of the creature you make the pact with. You can now summon the creature using an appropriate summoning power, and it will be Teleported to your location in a flash of light. It can return to its initial location as a Basic Action. The creature will arrive fully prepared and equipped, but is not under your control. If a creature called this way is harmed or killed, it can choose to break the Champion Pact in order to avoid these consequences and return unarmed.

Walk the Light

Basic Action

You teleport from one brightly lit location to another spot within clear line-of sight; this limits the distance to a kilometer or depending on light condition and vision enhancement. You can use this to teleport to other dimensions, but the arrival point must either be very brightly illuminated or must be a point of spiritual illumination, such as a holy place.